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31. Escape!

RAW ✔️ Source: Gang War 3

A cornered gang is making a break for it.

Attacker and Defender

In this scenario, one gang is the attacker and the other is the defender. In a campaign, the player who chose this scenario is the attacker. In a skirmish, players roll off and the winner decides whether they will attack or defend.

Battlefield

This scenario uses the battlefield set-up guidelines, as described on page 21 of Gang War, and may either be a Zone Mortalis or a Sector Mechanicus battlefield.

Crews

This scenario uses the standard rules for choosing a crew, as described on page 22 of Gang War. Players use the Custom Selection method to choose their crew.

Deployment

This scenario uses the standard rules for deployment from page 22 of Gang War.

Designer's Note: Escape Zones

Part of the challenge of this scenario comes from the attacker having to clear out escape zones and then defend them while they try to rush their fighters off the board. On an open table, it becomes much easier for the attacker to sneak past the defender or outflank their fighters. To this end, players are encouraged to create a battlefield that funnels the attacker towards a number of points - either a handful of Zone Mortalis tunnels or gaps between impassable terrain pieces on a Sector Mechanicus board.

Special Rule: Escaping the Board

The attacker is trying to escape the hive level, and only the defender's gang stands in their way. To escape, the attacker's fighters must move off the board edge opposite their deployment area - the edge closest to the defender's deployment area. At the start of the End phase, any of the attacker's fighters in base contact with this edge may be removed from the board. If they are Engaged, they must first pass an Initiative test. These fighters do not count as having gone Out of Action.

In addition, attacking fighters that do not end their activation closer to the escape area must make a Nerve test, just as if a friendly fighter had been Seriously Injured or taken Out of Action within 3" of them.

note

Arbitrating The Scenario

This scenario can be used to represent a gang making a run for it after an attack or heist against an uphive target, the gangers making off with some precious loot. The Arbitrator should design the board so that there are at least three well- guarded exits - with watchmen guards standing sentry behind cover, or turreted guns covering the entrance, while patrols prowl the nearby area and more watchmen wait in reserve. The watchmen might also have Cyber-mastiffs (see page 31 of Gang War Three) helping them cover the escape routes. The attacker can then use the Sneak Attacks rules from page 53 of Gang War, attempting to get as close to the escape points as possible, or clear out defenders before the alarm is raised and they must dash for the exits before they all get gunned down.

Tactics Cards

The attacker may select two Gang Tactics cards. The defender shuffles their Gang Tactics card deck and randomly selects two cards. If the total Credits value of one player's fighters is less than their opponent's, then they may select an additional Gang Tactics card for each full 100 credits of difference.

Ending the Battle

If either player has no fighters on the board at the end of a round, the game ends.

Victory

If the attacker moves at least three fighters off the board they are the winner, otherwise the defender is the victor.

Rewards (Campaigns Only)

Experience

Each fighter that took part in the battle earns 1XP.

Each attacking fighter that escaped the board earns 1XP.

Reputation

If no fighters from the attacker's gang escaped the board, the defender gains D3 Reputation.

The attacker earns 1 Reputation for each of their fighters that escapes the board.

The gang with the lower Gang Rating gains 1 Reputation for each full 100 points of difference. For example, a gang with a Rating of 1,000 that faced a gang with a Rating of 1,230 would gain 2 Reputation.

If either gang Bottled Out, they lose 1 Reputation.